Eat the Dungeon Animations Preview! I’m hard at work on the combat effects for the next update. Here’s what I’ve got so far, the animations for weapon, magic, and shield abilities. I think I should have them all ready sometime late next week!
gang: omae wa mu shinderu
level 100 boss: NANI
This does look good atm, but if I may make a suggestion: the magic and weapon animations look pretty similar because they use the exact same colors, so maybe the magic animation should be primarily blue like the magic symbol to make it stand out more? It’s not super important and I’m not gonna die on this hill if you don’t care, but it did take me a sec to realize they were 2 animations and not one continuous attack animation.
Cool Animations And i bet we will see the Final Form from the Ranger Right?
You need to make a decision with the animation through.
- The effects happens at the start of the animation.
What happen to the animation if it’s target dies? Will it not play to keep the play thight? Will it play incorrectly above the new target in the area? Will the animation delay the foreward shuffel of enemies until its end? - The effects happen at the end of the animation.
Right now the gameplay is really tight (only way to make it thighter would be to use keys for selection) and that delay would affect it negatively.
I’m kinda in agreement with Portec. If the animations affect how long it takes for a monster to register as “defeated”, it’s gonna completely destroy the timing balance you’ve built up. You would, at the very least, need to redo all of the rank times from the ground up. Either that, or adjust the base stats of the characters to compensate.
Yours is a game built pretty heavily on speedrunning after all.
I had the same thought when I was stitching the animations together. I also want to make the shield a darker blue to more closely match the icon for the armor stat.
The Ranger’s final weight set will be either during or after the next adventurer poll, which is the next thing to happen after the animations are added.
No changes will be made to the gameplay timing. I still haven’t implemented it yet, but my plan is to have the enemy fade out onscreen visually for like a third or half of a second for the animation to play out but the enemy will register as dead as soon as you do the move.
I think I have a really good idea for another character, maybe they could be a Chef class that has the ability to give weight to others or at least help them gain weight, because some might actually like the gaining weight thing because of the power, I don’t want to go too deep into detail because the freedom of making the character (if you like it I mean), so I at least hope think about it
All character designs are supplied by patrons at the $50 legend tier, there are currently two open slots at that tier. I am not accepting new character classes at this time, but if you can find a way to justify it being one of the upcoming classes or if you’re just ok with it being an NPC that will work
Thank you for replying, and sadly I can’t do anything with Patron right now because I’m still waiting to get a debit card but I will when I can, also how would I be able to justify it if I could?
You’d have to come up with a character that fits the class theme and the chef theme, for instance, a necromancer who’s a head chef and has a staff of skeleton assistant chefs
Can anyone tell me if after each update the access link changes or remains this:
https://www.bewilderedgames.com/
Pretty sure it stays the same
That link should always take you to the latest version. If it doesn’t, you can perform a hard refresh with SHIFT+F5 which will reload all the assets
Never said thank you btw, so sorry about that and thanks
Thanks for clarifying
Here’s version 0.10, with the combat animations and other assorted bits of polish!
I logged in to the tab I had the game at but it put me back at the tutorial and reset my progress, also though I can still attack the enemies aren’t showing up on their side of the screen.
Try it again, one of the files was being cached incorrectly. I’ve fixed it
You didn’t have to go that hard on the animations, but goddamnit you did anyway. Looks great.